U.S. patent application number 14/247843 was filed with the patent office on 2015-10-08 for interactive education systems and methods.
The applicant listed for this patent is Kenneth Mark NOVA. Invention is credited to Kenneth Mark NOVA.
Application Number | 20150283455 14/247843 |
Document ID | / |
Family ID | 54208886 |
Filed Date | 2015-10-08 |
United States Patent
Application |
20150283455 |
Kind Code |
A1 |
NOVA; Kenneth Mark |
October 8, 2015 |
INTERACTIVE EDUCATION SYSTEMS AND METHODS
Abstract
An interactive education system includes a database storing a
common question database and a plurality of user-specific question
inventories, a memory storing computer instructions, and a
processor configured to execute the computer instructions to
perform operations including presenting a game environment between
a first user and a second user where the first and second users can
throw questions from their respective question inventories or
common question database at each other with or without offensive
power-ups, and answer the questions thrown by each other with or
without defensive power-ups; rewarding the first and second users
with credits and points when the first and second users answer the
questions correctly; determining which one of the first and second
users wins the game based on the respective total number of points
achieved by the first and second users; and enabling the first and
second users to purchase additional offensive or defensive
power-ups with their respective credits.
Inventors: |
NOVA; Kenneth Mark;
(Scarsdale, NY) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
NOVA; Kenneth Mark |
Scarsdale |
NY |
US |
|
|
Family ID: |
54208886 |
Appl. No.: |
14/247843 |
Filed: |
April 8, 2014 |
Current U.S.
Class: |
463/9 |
Current CPC
Class: |
A63F 9/183 20130101;
A63F 2300/8064 20130101; G09B 7/00 20130101; A63F 13/80
20140902 |
International
Class: |
A63F 9/18 20060101
A63F009/18; A63F 13/58 20060101 A63F013/58; G09B 7/00 20060101
G09B007/00 |
Claims
1. An interactive education system comprising: a first memory
storing a common question database and a plurality of user-specific
question inventories; a second memory storing computer
instructions; and a processor configured to execute the computer
instructions to perform operations comprising: presenting a game
environment between a first user and a second user where the first
and second users can throw questions from their respective question
inventories or common question database at each other with
offensive power-ups, and answer the questions thrown by each other
with defensive power-ups; rewarding the first and second users with
credits and points when the first and second users answer the
questions correctly; determining which one of the first and second
users wins the game based on the respective total number of points
achieved by the first and second users; and enabling the first and
second users to purchase additional offensive or defensive
power-ups with their respective credits.
2. The interactive education system of claim 1, wherein the
processor is further configured to execute the computer
instructions to perform operations comprising: presenting a
practice environment to the first user where the first user can
answer questions selected from the first user's question inventory
or from the common question database with defensive power-ups; and
rewarding the first user with credits when the first user answers
the questions correctly.
3. The interactive education system of claim 2, wherein the
processor is further configured to execute the computer
instructions to perform operations comprising: periodically
providing the first user with one or more questions selected from
the common question database to answer.
4. The interactive education system of claim 2, wherein the
processor is further configured to execute the computer
instructions to perform operations comprising: enabling the first
user to purchase a variety question pack including a predetermined
number of questions selected from the common question database by
using credits.
5. The interactive education system of claim 2, wherein the
processor is further configured to execute the computer
instructions to perform operations comprising: presenting an
analysis of the first user's performance with respect to a question
section and a skill within the question section; and enabling the
first user to access the questions in the first user's question
inventory and belong to the question section.
6. The interactive education system of claim 5, wherein the
processor is further configured to execute the computer
instructions to perform operations comprising: enabling the first
user to purchase access to the questions in the first user's
question inventory directed to the skill and purchase additional
questions in the common question database directed to the skill by
using credits.
7. The interactive education system of claim 1, wherein the
processor is further configured to execute the computer
instructions to perform operations comprising: enabling the first
user to review performance of a plurality of users of the
interactive education system, the performance of each one of the
plurality of users including at least one of: a total number of
experience points achieved based on the number of questions that
the user has answered; a total number of credits achieved by the
user; a total number of games won by the user; a total number of
games played by the user; and an accuracy rate achieved by the
user.
8. The interactive education system of claim 7, wherein the
processor is further configured to execute the computer
instructions to perform operations comprising: determining a level
of each user based on the user's performance.
9. The interactive education system of claim 1, wherein the
processor is further configured to execute the computer
instructions to perform operations comprising: enabling the first
user to purchase credits by using real-world or virtual
currency.
10. The interactive education system of claim 1, wherein the system
is accessible by a plurality of users through a social-networking
platform.
11. The interactive education system of claim 1, wherein the
offensive power-ups include at least one of a double points
power-up, a decrease time power-up, and a swap question power-up,
and the defensive power-ups include at least one of a double points
power-up, a swap question power-up, a hint power-up, an add time
power-up, and a fewer choices power-up.
12. A computer-implemented method for providing an interactive
educational application to a plurality of users, comprising:
presenting, using a processor, a game environment between a first
user and a second user where the first and second users can throw
questions from their respective question inventory at each other,
and answer the questions thrown by each other; respectively
rewarding the first and second users with credits and points when
the first and second users answer the questions correctly;
determining which one of the first and second users wins the game
based on the respective total number of points achieved by the
first and second users; and enabling the first and second users to
purchase offensive or defensive power-ups by using their respective
credits.
13. The method of claim 12, further comprising: presenting, by the
processor, a practice environment to the first user where the first
user can answer questions selected from the first user's question
inventory or from a common question database with defensive
power-ups; and rewarding the first user with credits when the first
user answers the questions correctly.
14. The method of claim 13, further comprising: periodically
providing the first user with one or more questions selected from
the common question database to answer.
15. The method of claim 13, further comprising: enabling the first
user to purchase a variety question pack including a predetermined
number of questions selected from the common question database by
using credits.
16. The method of claim 13, further comprising: presenting, to the
first user, an analysis of the first user's performance with
respect to a question section and a skill within the question
section; and enabling the first user to access the questions in the
first user's question inventory that belong to the question
section.
17. The method of claim 16, further comprising: enabling the first
user to purchase access to the questions in the first user's
question inventory directed to the skill and purchase additional
questions in the common question database directed to the skill by
using credits.
18. The method of claim 12, further comprising: enabling the first
user to review performance of the plurality of users of the
interactive educational application, the performance of each user
including at least one of: a total number of experience points
achieved based on the number of questions that the user has
answered; a total number of credits achieved by the user; a total
number of games won by the user; a total number of games played by
the user; and an accuracy rate achieved by the user.
19. The method of claim 12, further comprising: enabling the first
user to purchase additional credits by using real-world or virtual
currency.
20. A non-transitory computer-readable medium comprising
computer-readable code to cause a computer means to execute a
method, the method comprising: presenting a game environment
between a first user and a second user where the first and second
users can throw questions from their respective question inventory
or common question database at each other, and answer the questions
thrown by each other; respectively rewarding the first and second
users with credits and points when the first and second users
answer the questions correctly; determining which one of the first
and second users wins the game based on the respective total number
of points achieved by the first and second users; and enabling the
first and second users to purchase offensive or defensive power-ups
by using their respective credits.
Description
FIELD OF THE DISCLOSURE
[0001] The present disclosure is generally related to interactive
education systems and methods. More specifically, the present
disclosure involves interactive education systems and methods that
provide interactive educational applications.
BACKGROUND OF THE DISCLOSURE
[0002] Test preparation is often viewed by test-takers as a chore
and a necessary evil. Test preparation software and materials for
standardized tests such as the PSAT.RTM., SAT.RTM., ACT.RTM.,
GMAT.RTM., MCAT.RTM., LSAT.RTM., GRE.RTM., etc., are traditionally
time consuming, solitary undertakings, and a test-taker's only
motivation for using them is the long-term goal of improving his
test score.
[0003] Additionally, these conventional systems are usually
expensive because they are sold as bundled products, forcing the
test-taker to purchase an entire program, whether or not the
test-taker actually needs the same amount of help in all of the
sections or skills being tested. For example, the SAT is generally
broken into three sections--math, reading, and writing. Each
section includes multiple skills. For example, math includes skills
such as averages, absolute value, graphing quadratics, etc.
However, a student may exhibit a mastery of one or more sections or
skills and be deficient at others. Still, traditional test
preparation tools require the student to purchase software or
materials for all of the sections or skills being tested, wasting
the student's time and money.
SUMMARY OF THE DISCLOSURE
[0004] In one aspect, the present disclosure is directed to an
interactive education system including a database storing a common
question database and a plurality of user-specific question
inventories, a memory storing computer instructions, and a
processor configured to execute the computer instructions to
perform operations. The operations may include presenting a game
environment between a first user and a second user where the first
and second users can throw questions from the common question
database or their respective question inventories at each other
with offensive power-ups, and answer the questions thrown by each
other with defensive power-ups; rewarding the first and second
users with credits and points when the first and second users
answer the questions correctly; determining which one of the first
and second users wins the game based on the respective total number
of points achieved by the first and second users; and enabling the
first and second users to purchase additional offensive or
defensive power-ups with their respective credits.
[0005] In another aspect, the present disclosure is directed to a
computer-implemented method for providing an interactive
educational application to a plurality of users. The method may
include presenting a game environment between a first user and a
second user where the first and second users can throw questions
from the common question database or their respective question
inventories at each other, and answer the questions thrown by each
other; respectively rewarding the first and second users with
credits and points when the first and second users answer the
questions correctly; determining which one of the first and second
users wins the game based on the respective total number of points
achieved by the first and second users; and enabling the first and
second users to purchase offensive or defensive power-ups by using
their respective credits.
[0006] In yet another aspect, the present disclosure is directed to
a non-transitory computer-readable medium including
computer-readable code to cause a computer means to execute a
method. The method may include presenting a game environment
between a first user and a second user where the first and second
users can throw questions from the common question database or
their respective question inventories at each other, and answer the
questions thrown by each other; respectively rewarding the first
and second users with credits and points when the first and second
users answer the questions correctly; determining which one of the
first and second users wins the game based on the respective total
number of points achieved by the first and second users; and
enabling the first and second users to purchase offensive or
defensive power-ups by using their respective credits.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] FIG. 1 is a block diagram of an exemplary interactive
education system consistent with embodiments of the present
disclosure.
[0008] FIG. 2 is a screen shot of an exemplary home page of an
interactive education interface consistent with embodiments of the
present disclosure.
[0009] FIG. 3 is a screen shot of an exemplary practice room
interface consistent with embodiments of the present
disclosure.
[0010] FIG. 4 is a screen shot of an exemplary practice interface
consistent with embodiments of the present disclosure.
[0011] FIG. 5 is a screen shot of an exemplary practice results
section consistent with embodiments of the present disclosure.
[0012] FIG. 6 is a screen shot of an exemplary variety pack
interface consistent with embodiments of the present
disclosure.
[0013] FIG. 7A is a screen shot of an exemplary skill-based
question access interface consistent with embodiments of the
present disclosure.
[0014] FIG. 7B is a screen shot of another exemplary skill-based
question access interface consistent with embodiments of the
present disclosure.
[0015] FIG. 7C is a screen shot of still another exemplary
skill-based question access interface consistent with embodiments
of the present disclosure.
[0016] FIG. 8 is a screen shot of an exemplary throw question
interface consistent with embodiments of the present
disclosure.
[0017] FIG. 9A is a screen shot of an exemplary answer question
interface consistent with embodiments of the present
disclosure.
[0018] FIG. 9B is a screen shot of an exemplary game results
interface consistent with embodiments of the present
disclosure.
[0019] FIG. 10 is a screen shot of an exemplary achievements
interface consistent with embodiments of the present
disclosure.
[0020] FIG. 11 is a screen shot of an exemplary leaderboards
interface consistent with embodiments of the present
disclosure.
[0021] FIG. 12 is a screen shot of an exemplary store interface
consistent with embodiments of the present disclosure.
[0022] FIG. 13 is a flow chart of an exemplary practice process
consistent with embodiments of the present disclosure.
[0023] FIGS. 14A and 14B are a flow chart of an exemplary play
process consistent with embodiments of the present disclosure.
DETAILED DESCRIPTION
[0024] Reference will now be made in detail to various embodiments,
examples of which are illustrated in the accompanying drawings.
Wherever possible, the same reference numbers will be used
throughout the drawings to refer to the same or like parts.
[0025] Systems and methods consistent with the present disclosure
provide interactive educational applications that may be
implemented via social media, such as Facebook.RTM., through an
online web site, and with mobile phones. The interactive
educational applications enable users to practice test questions
individually, in a practice component, and enable users to play
games directly with other users, in a play component, in order to
prepare for a standardized test.
[0026] The practice component, or single-user mode, for example,
may enable a user to answer practice questions each day, with or
without the aid of power-ups. Power-ups provide greater
functionality to answer a question and will be discussed in further
exemplary detail below. If the user answers the practice questions
correctly, the user may acquire credits. Based on the user's
answers, the application may identify question sections or skills
in a question section where the user requires additional study. The
user may purchase learning modules comprising instruction and
additional practice questions for the identified skills. In this
way, the application may provide test preparation materials in an
"unbundled" fashion, allowing the user to purchase materials only
in subject areas where he/she needs to improve.
[0027] The play component, or multi-user mode, for example, may
enable the user to play a game against an opponent, or multiple
opponents, or against the application itself. During the game, each
user (i.e., player of the game) can "throw" a question using
power-ups at another player or players to answer. The players may
then have to answer each other's questions using power-ups. The
players achieve a score based on correct/incorrect answers and the
impact of power-ups used. Whoever has the highest score at the end
of a predetermined number of rounds may be declared the winner.
[0028] The application may enable the user to earn credits by
answering questions correctly in the practice component and the
play component, or to pay for game credits with virtual or
real-world currency. The credits can be used to purchase additional
questions (in the practice component), power-ups for use in the
practice and play components, and/or learning modules. The
application also can be accessed by users for free with earned
credits.
[0029] The application may also include an achievement component
and a leaderboard component that track the progress and performance
of users practicing and playing a game. The software may include
customizable leaderboards. For example, users may be grouped by the
high school they attend or by a college they are interested in
attending, and these groups may be tracked by dedicated
leaderboards so that users may track their progress against
classmates or future classmates. Numerous other types of groupings
are possible as well. In certain embodiments, the software may
facilitate communication between the schools and users using this
data. Users may also communicate with other users. Such
communication may, for example, take place via instant messaging,
e-mail, chat, etc.
[0030] In other embodiments, the application can be customized for
any test or subject matter that has a corresponding curriculum of
skills and question sets for each skill. For example, a
professional licensing exam or a college course could be taught and
tested using the game platform. The platform could be offered to
educational institutions, such as universities or test preparation
companies or licensing organizations that assess users and award
licenses. Further customization is possible with any test or
curriculum-based subject matter.
[0031] FIG. 1 is a block diagram of an exemplary interactive
education system ("system") 10 consistent with embodiments of the
present disclosure. As illustrated in FIG. 1, system 10 may include
a server 100, which includes a processor 110, a database 120, a
logic unit 130, and a network interface 140. Server 100 may be
connected via network 150 to user terminals 160-162.
[0032] Server 100 may be a computer or a workstation, or the like,
configured to provide an interactive educational application. In
some embodiments, server 100 may include any combination of
dedicated or shared servers and some of the servers may be arranged
in one or more server farms. In some embodiments, the interactive
educational application may run on a pre-existing social-networking
platform (SNP) such as Facebook.RTM., for example. In these
embodiments, server 100 may be a SNP server with databases storing
SNP user profile information. The interactive educational
application may pull SNP user profile information from the SNP
databases via the SNP application-programming interface (API) in
order to obtain profile information for facilitating communication
between users during the practice and play components. Various
other social networks and SNPs may be used additionally or
alternatively.
[0033] Processor 110 may include one or more processing devices,
such as one or more microprocessors from the Pentium.TM. or
Xeon.TM. family manufactured by Intel.TM., the Turion.TM. family
manufactured by AMD.TM., or any other type of processors. As shown
in FIG. 1, processor 110 is communicatively coupled to database
120, logic unit 130, and network interface 140. Processor 110 may
be configured to execute computer program instructions to perform
various processes and methods consistent with certain disclosed
embodiments.
[0034] Database 120 may be implemented as a volatile or
non-volatile, magnetic, semiconductor, tape, optical, removable,
nonremovable, or other type of storage device or computer-readable
medium that can store, organize, sort, filter, and/or arrange data
used by server 100 and/or processor 110. The data may be stored in
one or more tables, lists, or other data structures.
[0035] In some embodiments, database 120 may store data that is
used by server 100. In some embodiments, database 120 may store a
common question database 121 including questions in different test
modes (e.g., ACT.RTM., SAT.RTM., etc.), and question-specific data
accessible by all users of system 10. The question-specific data
may include, for each question, at least one of multiple choice
answers, correct answer, hint, explanation, level of difficulty,
the number of experience points (XPs) to be achieved by the user if
answered, the number of credits to be achieved by the user if
answered correctly, the section and skill that the question is
directed to. Common question database 121 may also include
instructional content related to the sections and/or skills. The
questions may include at least one of multiple-choice questions,
fill in the blank questions, true or false questions, short answer
questions, and matching question.
[0036] In some embodiments, database 120 also stores, for each test
mode, a plurality of user-specific databases 122-124 respectively
corresponding to users of user terminals 160-162. Each or all of
user-specific databases 122-124 may include a user-specific
question inventory, user-specific profile information, and
user-specific performance and achievement data. The user-specific
profile information may include, for example, a screen name, real
name, email address, birth date, location, family relationships,
school, etc. In some embodiments, the interactive educational
application may be used to prepare high school students for the SAT
or ACT. Thus, the user-specific profile information may also
include the user's high school and colleges that the user may have
expressed interest in, for example. The user-specific performance
and achievement data may include at least one of a total number of
questions that the user has answered, a total number of experience
points achieved based on the number of questions that the user has
answered, a total number of credits achieved based on the accuracy
of the user's answers to the questions presented to the user, a
total number of power-ups earned or purchased using the credits, a
total number of games won by the user, a total number of games
played by the user, game-specific performance data regarding
games-in-progress, the learning modules purchased using credits,
and an accuracy rate with respect to a question section or skill.
The user-specific performance data may also include the
question-specific performance data, including time spent to answer
each question, power-ups used for each question, experience points
and credits achieved for each question, and other data compiled
when answering each individual question.
[0037] Logic unit 130 may include one or more storage devices
configured to store computer instructions to be executed by
processor 110 to perform various procedures, operations, or
processes consistent with the disclosed embodiments. As illustrated
in FIG. 1, logic unit 130 may include a practice component 131, a
play component 132, an achievement component 133, a leaderboard
component 134, a store component 135, and a help component 136.
[0038] Practice component 131 may provide a practice environment to
a user where the user can answer questions from the user's own
question inventory or selected questions in common question
database 121. Specifically, practice component 131 may enable
(i.e., store instructions that enable) processor 110 to select a
practice question from a user's question inventory and present the
selected practice question to the user via an interface that also
allows the user to answer the practice question. In various
embodiments, the user may answer questions with or without one or
more defensive power-ups, such as hints, increased time, narrowed
answer choices, and swapped questions. The power-ups will be
discussed in further exemplary detail below. Practice component 131
may also enable processor 110 to, after receiving an answer from
the user, adjust the user's performance and achievement data such
as, for example, the number of experience points, the number of
credits, and the accuracy rate. Practice component 131 may further
enable processor 110 to periodically present one or more practice
questions (e.g., free daily questions) selected from common
question database 121, and after receiving the user's answers to
the one or more selected practice questions, add the one or more
selected practice questions into the user's question inventory
regardless of whether or not the user's answers are correct or not.
Practice component 131 may also enable processor 110 to provide an
interface on a user terminal 160-162 that displays statistics and
analysis of the user's performance with respect to one or more
question sections and one or more skills within the question
sections. In various embodiments, practice component may allow the
user to purchase additional questions and instructional materials
directed to a specific question section or a specific skill within
a question section.
[0039] Play component 132 may provide a game environment between
two users where the users can throw questions at each other with or
without offensive power-ups, and answer the questions thrown by
each other with or without defensive power-ups. Specifically, play
component 132 may enable a user to start a game with an opponent.
The opponent may be a friend from a plurality of friends connected
with the user via a social media site. The opponent may be a user
from the plurality of registered users of the interactive
educational application. The opponent may be a contact from the
user's device contact list, including email fist. Alternatively,
the opponent may be randomly selected or intelligently matched with
the user by processor 110, from the plurality of registered users
of the interactive educational application. In other embodiments,
the opponent may be a level bot (e.g., a virtual opponent) enabled
by processor 110 having the same level as the user. The game may be
a live game that is played in real-time while both the user and the
opponent are online and logged into the interactive educational
application. Alternatively, the game may be a turn-based game that
is played asynchronously, i.e., the user and the opponent do not
have to be logged into the interactive educational application
simultaneously.
[0040] The game can be started by the user throwing a question to
the opponent. For example, play component 132 may enable processor
110 to select a question from the common question database or the
user's question inventory and provide an interface on user terminal
160 associated with the user that presents the question and allows
the user to confirm and send (i.e., "throw") the question to the
opponent. Alternatively, processor 110 may present a select
question interface (not shown) which enables the user to select a
question to be thrown to the opponent. In various embodiments, the
question can be thrown with or without one or more offensive
power-ups, such as, for example, double points, decrease time, and
swap questions. The power-ups will be discussed in further
exemplary detail below. After the user throws the question to the
opponent, play component 132 may enable processor 110 to provide
another interface on user terminal 161 that presents the question
to the opponent and allows the opponent to answer the question with
or without one or more defensive power-ups. After the opponent
answers the question, play component 132 may enable the opponent to
select a question and throw to the user. In some embodiments, after
the user throws the question to the opponent, processor 110 may
present another question on the interface of user terminal 160 to
the user. The question presented may be an opponent's question that
has been previously thrown by the opponent. Alternatively, in a
first round of the game, the question presented on the interface of
user terminal 160 may be randomly selected by processor 110 from
common question database 121. Play component 132 may also enable
processor 110 to adjust the user's performance and achievement data
based on, for example, the answer received from the user, and add
the opponent's question into the user's question inventory. Play
component 132 also enables processor 110 to (e.g., after a
predetermined number of rounds of the game), determine whether the
user wins the game based on a comparison between the user's
performance during the game and the opponent's performance during
the game. For example, the user may achieve a predetermined number
of points if the user answers a question correctly, and the
opponent may achieve a predetermined number of points if the user
answers a question incorrectly. For another example, the user or
the opponent may achieve a predetermined number of points if the
user or the opponent answers a question correctly, and may lose a
predetermined number of points if the user or the opponent answers
a question incorrectly. The defensive and offensive power-ups used
by the user or the opponent may also affect the number of points
achieved by the user or the opponent. At the end of the game,
whoever has the highest number of points (e.g., score) wins the
game.
[0041] Achievement component 133 may enable processor 110 to track
the level information for the user based on the user's performance
and achievement data. Achievement component 133 may also enable
processor 110 to determine the user's current level based on the
total number of experience points achieved, the total number of
games played, and the total number of games won by the user.
Various other types of information may be used by achievement
component 133 as well to adjust the user's performance and
achievement data.
[0042] Leaderboard component 134 may enable processor 110 to
provide an interface that allows the user to review and organize
the performance and achievement data of some or all users. Store
component 135 may enable processor 110 to provide an interface that
allows the user to purchase credits by using virtual or real-world
currency, and to purchase virtual items using credits. Help
component 136 may enable processor 110 to provide tutorial
information to the user regarding the subject matter being studied
or the application itself.
[0043] Network interface 140 may include one or more components
configured to transmit and receive data via network 150. For
example, network interface 140 may include one or more modulators,
demodulators, multiplexers, de-multiplexers, network communication
devices, wireless devices, antennas, modems, or any other type of
device configured to enable data communication via any suitable
communication network. Network interface 140 may also be configured
to provide remote connectivity between processor 110, database 120,
and logic unit 130, to collect, analyze, and distribute data or
information associated with system 10.
[0044] Network 150 may be any appropriate network or combination of
networks allowing communication between or among one or more
computing systems, such as, for example, the Internet, a local area
network, a wide area network, a WiFi network, a workstation
peer-to-peer network, a direct link network, or any other suitable
communication network. Connections with network 150 may be wired,
wireless, or any combination thereof.
[0045] User terminals 160-162 may include any device capable of
communicating with server 100. For example, user terminals 160-162
may include laptop, desktop, or tablet computers, cellular
telephones, smart phones, personal digital assistants (PDAs),
iPod.RTM., iPad.TM., smart watches, etc. Each one of user terminals
160-162 may communicate with server 100 to display an interactive
education interface on a display device of user terminal 160-162.
The interactive education interface may be displayed using an
interactive educational software program stored on user terminals
160-162, server 100, or a combination thereof. In some embodiments,
user terminal 160-162 displays the interactive education interface
via a web browser running on user terminal 160. In other
embodiments, server 100 may store the interactive educational
software program and instruct (i.e., send instructions to) user
terminal 160-162 to display or update the interactive education
interface based on user interactions with user terminal 160-162.
Although system 10 illustrated in FIG. 1 includes three user
terminals 160-162, those skilled in the art will appreciate that
system 10 may include any number of user terminals.
[0046] FIG. 2 is a screen shot of an exemplary home page 200 of an
interactive education interface consistent with various
embodiments. Home page 200 may be displayed on a computer screen of
user terminal 160-162 when a user of user terminal 160-162 first
accesses (e.g., logs into) the application. As illustrated in FIG.
2, home page 200 may include a main section 210, a game tab tile
220, a user profile tab 230, a header 240, and a test selection
menu 250.
[0047] Main section 210 may include a play a game button 212 which
can allow the user to select a play mode, a practice button 214
which can allow the user to select a practice mode, and an
introduction button 216 which can allow the user to review a slide
show including tutorial information for first-time users.
[0048] Game tab tile 220 may allow a user to access the play mode,
and to review status of and play one or more pending games. Details
of game tab the 220 will be discussed in further exemplary detail
below. User profile tab 230 may display user information such as
experience points (XP), credits, and levels. Header 240 includes a
practice room tab 241, an achievements tab 242, a leaderboards tab
243, a store tab 244, and a help tab 245.
[0049] Test selection menu 250 allows the user to select a test
mode (e.g., ACT or SAT) to practice by using the interactive
educational application. When the user selects a specific test
mode, any or all of practice component 131, play component 132,
achievement component 133, leaderboard component 134, store
component 135, and help component 136 will enable processor 110 to
execute based on the questions in the selected test mode.
[0050] In some embodiments, main section 210 includes a borderline
218 having a specific color designated to a specific test mode. For
example, borderline 218 can be red when the user selects to
practice and play in ACT test mode, or can be blue when the user
selects to practice and play in SAT test mode. Various other types
of color schemes and graphical indicia are possible within main
section 210 (e.g., icons, backgrounds, etc.).
[0051] When the user of user terminal 160 clicks practice button
214 to enter into a practice mode, processor 110 instructs user
terminal 160 to display a practice room interface on the computer
screen of user terminal 160.
[0052] FIG. 3 is a screen shot of an exemplary practice room
interface 300 consistent with various embodiments. As illustrated
in FIG. 3, practice room interface 300 may include a free daily
question bar 310, a variety pack bar 320, and a skill-based review
interface 330. When the user clicks free daily question bar 310,
for example, processor 110 may generate a free daily question
packet that includes a predetermined or variable number of free
daily questions selected from common question database 121 stored
in database 120, and provide the questions to the user for practice
via a practice interface.
[0053] FIG. 4 is a screen shot of an exemplary practice interface
400 consistent with various embodiments. As illustrated in FIG. 4,
practice interface 400 may, for example, include a question section
410 that displays each one of the free daily questions, an answer
section 420 that displays multiple choice answers and allows the
user to select one or more of the displayed answers, a submit
button 430 that allows the user to submit the answers, and a clear
button 440 that allows the user to clear the selected answer. While
a multiple-choice question is displayed as an example, any type of
question (e.g., fill in the blank, short answer, matching, true or
false, etc.) may be used. Practice interface 400 also may include a
performance bar 450 that displays the user performance in answering
these free daily questions, such as, the remaining time in
answering the question, the number of questions answered, questions
answered correctly or incorrectly, and the accuracy rate. After the
user answers the question and clicks submit button 430, processor
110 may present an answer result interface (not shown) showing
whether the user answers the question correctly or incorrectly. The
answer result interface may provide an explanation regarding a
correct solution to the question. When the user attempts to answer
a free daily question, whether answered correctly or incorrectly,
the user may acquire the free daily question, and processor 110 may
add the free daily question into the user's question inventory,
which may be stored in user-specific database 122 associated with
the user.
[0054] Practice interface 400 may also include a power-up bar 460
that allows the user to select one or more of defensive power-ups
to assist the user in answering a question. For example, power-up
bar 460 may include a swap question power-up 461 which, when
selected (e.g., clicked), enables processor 110 to provide a
different question to the user. Power-up bar 460 may also include a
hint power-up 462 which, when selected, enables processor 110 to
update practice interface 400 to display a hint of the question to
the user. Power-up bar 460 further includes an add time power-up
463, which, when selected, enables processor 110 to increase the
time allowed for the user to answer the question. Moreover,
power-up bar 460 includes a fewer choices power-up 464 which, when
selected, enables processor 110 to decrease the number of answer
choices displayed in answer section 420. The power-ups can be
acquired by the user through achievements, or can be purchased by
using credits. In some embodiments, when the user selects one of
power-ups 461-464, processor 110 reduces a total number of
available power-ups for the user by one. Although power-up bar 460
illustrated in FIG. 4 includes four power-ups, those skilled in the
art will appreciate that other types of power-ups may be included
to aid in learning and increase the social and entertainment value
of answering the question.
[0055] Practice interface 400 may further include a question timer
470. Processor 110 may start question timer 470 when it begins to
present a question on practice interface 400 to the user. If the
user does not submit an answer by clicking the submit button 430
within the time period set by question timer 470, processor 110 may
automatically submit the question that is currently shown on
practice interface 400 as incorrect.
[0056] After the user answers all of the free daily questions,
practice component 131 may enable processor 110 to instruct user
terminal 160 to display a practice results section that displays
statistics regarding the user's performance in answering the
questions contained in the free daily question packet.
[0057] FIG. 5 is a screen shot of an exemplary practice results
section 500 consistent with various embodiments. As illustrated in
FIG. 5, practice results section 500 displays a list 510 of
questions that were provided (e.g., in the current day) and their
respective skill such as, for example, parallelism, averages, main
idea, scientific method, and circles. Practice results section 500
may also include a list 520 of experience points (XPs) that were
achieved by answering the corresponding questions, and a list 530
of credits that were achieved by correctly answering the
corresponding questions. Practice results section 500 may also
display a total number of questions that were answered correctly, a
total number of experience points, and a total number of credits
achieved by the user through answering the free daily questions.
Practice results section 500 may further include a practice more
button 540 which, when selected, enables processor 110 to present
practice room interface 300 on user terminal 160.
[0058] In addition to the free daily questions, practice component
131 may enable the user to practice with a variety of questions,
i.e., variety pack questions, by clicking Variety Pack bar 320
illustrated in FIG. 3. When the user starts the application for the
first time, the user's question inventory may have zero or a number
of variety pack questions. The user may purchase a variety question
pack containing a predetermined number of variety pack questions by
using a predetermined number of credits. The purchased variety pack
questions may be added into the user's question inventory, and may
be accessed by the user in the future. In order to do so, processor
110 may, for example, instruct user terminal 160 to display a
variety pack interface.
[0059] FIG. 6 is a screen shot of an exemplary variety pack
interface 600 consistent with various embodiments. As illustrated
in FIG. 6, variety pack interface 600 may include a practice button
610 and a get more questions button 620. When the user clicks
practice button 610, processor 110 may instruct the user terminal
160 to display a practice interface similar to practice interface
400 illustrated in FIG. 4 to enable the user to practice with the
variety pack questions that are stored in the user's question
inventory for the user to practice. When the user clicks get more
questions button 620, processor 110 may generate a variety question
pack that contains a predetermined number of questions selected
from common question database 121 and provides the variety question
pack to the user via the practice interface. Processor 110 also may
reduce a total number of available credits for the user by a
predetermined number when the user clicks get more questions button
620.
[0060] The questions in the user's question inventory include the
questions provided to the user at signup (when a user first logs
into the application), the free daily questions, the variety pack
questions, and the questions acquired by playing games. These
questions may be classified into several question sections, and
each question section may contain questions directed to different
skills. Referring back to FIG. 3, skill-based review interface 330
includes tabs of different question sections such as, for example,
an English section 331, a mathematics section 332, a reading
section 333, and a science reasoning section 334. Various other
types of tabs for other question sections are possible as well.
Each question section is further divided into a plurality of skills
such as, in the example of English section 331, an active vs.
passive voice skill 341, an adjectives vs. adverbs skill 342, an
author's purpose skill 343, a comparisons skill 344, a modifiers
skill 345, etc. For each question section and each skill within the
question section, processor 110 may instruct user terminal 160 to
display an answered column 350 and an accuracy column 360. Answered
column 350 may include a list of numbers each representing the
total number of questions in the user's question inventory that are
directed to the corresponding question section or skill. Answered
column 350 also may include a list of numbers each representing the
number of questions in the user's question inventory that are
directed to the corresponding question section or skill that the
user has answered. Accuracy column 360 may include a list of
percentage numbers each representing the accuracy rate of the user
for the corresponding question section or skill. For example, there
may be a total of 12 questions in the user's question inventory
that are directed to modifiers skill 345, and the user may have
previously answered 5 of the 12 questions in the user's question
inventory. In addition, one of the 5 answered questions may have
been answered correctly, and 4 of the questions may have been
answered incorrectly. Therefore, the accuracy rate of the user
regarding modifiers skill 345 may be 20%. For another example,
there may be a total of 5 questions in the user's question
inventory that are directed to adjectives vs. adverbs skill 342,
and the user may not have answered any of these questions. Then,
the accuracy rate may be null, or grayed out.
[0061] Skill-based review interface 330 also may allow the user to
practice with questions that are stored in the user's question
inventory and belong to a specific question section, or to purchase
a learning module comprising instructional content and questions in
the user's question inventory that are directed to a specific
skill, or to purchase additional questions directed to the specific
skill. In order to do so, the user may click one of the question
sections 331-334 or skills 341-345, and in response, processor 110
may instruct user terminal 160 to display a skill-based question
access interface.
[0062] FIG. 7A is a screen shot of an exemplary skill-based
question access interface 700 consistent with various embodiments.
Skill-based question access interface 700 can be displayed when the
user wishes to purchase a learning module directed to, for example.
Adjectives vs. adverbs skill 342 for the first time, by clicking
Adjectives vs. adverbs skill 342 (e.g., as shown in FIG. 3). As
illustrated in FIG. 7A, skill-based question access interface 700
includes a get access button 710, and displays contents of the
learning module that would be provided to the user if the user
clicks get access button 710. For example, the learning module may
contain 7 new questions selected from common question database 121
that are directed to skill 342, instructions, strategies, and tips
specific to skill 342, and 5 questions that are already in the
user's question inventory and are directed to skill 342. Processor
110 also may deduct a certain number of credits from a total number
of available credits for the user.
[0063] FIG. 7B is a screen shot of another exemplary skill-based
question access interface 720 consistent with various embodiments.
Skill-based question access interface 720 can be displayed when the
user has already purchased the learning module directed to
Adjectives vs. adverbs skill 342, i.e., after the user clicks get
access button 710. As illustrated in 7B, skill-based question
access interface 720 includes a practice button 730, a get more
questions button 740, and an instruction section 750. When the user
clicks practice button 730, processor 110 may present a practice
interface to provide the questions that are stored in the user's
question inventory and are directed to the selected skill 342. When
the user clicks get more questions button 740, processor 110 may
select a predetermined number, e.g., 4, of skill-based questions
from common question database 121 that are directed to the selected
skill 342 and provides the skill-based questions to the user via
the practice interface. Processor 110 also may reduce a total
number of available credits for the user by a predetermined number
when the user clicks get more questions button 740.
[0064] FIG. 7C is a screen shot of a further exemplary skill-based
question access interface 760 consistent with various embodiments.
Skill-based question access interface 760 can be displayed when the
user wishes to practice with the questions stored in the user's
question inventory and belong to a specific question section, e.g.,
English section 331. As illustrated in 7C, skill-based question
access interface 760 includes a practice button 770, and a get more
questions button 780. When the user clicks practice button 770,
processor 110 may present a practice interface to provide the
questions that are stored in the user's question inventory and
belong to English section 331. Unlike skill-based question access
interface 720, the user does not have to pay credits to get access
to the questions that are stored in the user's question inventory
and belong to English section 331. However, no instructional
content will be provided when the user clicks practice button 770.
When the user clicks get more questions button 780, processor 110
may select a predetermined number, e.g., 8, of questions from
common question database 121 that are directed to English section
331 and provides the questions to the user via the practice
interface. Processor 110 also may reduce a total number of
available credits for the user by a predetermined number when the
user clicks get more questions button 780.
[0065] By unbundling the content and providing learning modules and
practice questions for a single question section or skill, the
present embodiments enable a user to purchase just what he needs at
a lower price than if he pays for bundled test preparation
materials. In this way, content is distributed more efficiently,
presenting the user with a personalized, cost-effective test
preparation program.
[0066] Referring back to FIG. 2, play a game button 212 and game
tab tile 220 may allow the user to access play component 132 to
play a game with an opponent in one-on-one mode. The opponent may
be selected by the user from a plurality of friends connected with
the user via a social media site. The opponent may be selected by
the user from the plurality of registered users. The opponent may
be selected by the user from the user's device contact list,
including email list. Alternatively, the opponent may be randomly
selected or intelligently matched with the user by processor 110,
from the plurality of registered users. Still alternatively, the
opponent may be a level bot created by processor 110. The level bot
will be explained in further exemplary detail.
[0067] Specifically, game tab tile 220 may include an invite
friends button 221 that, when clicked by the user, may present a
send request window (not shown) which enables the user to invite
one or more friends connected with the user via a social media site
to access the application. Game tab tile 220 may also include a
list of friends 221a-221c. The user can send an invitation to one
of friends 221a-221c to access the application. The user can also
challenge one of friends 221a-221c to play a game (who may have
already accessed the application). Game tab tile 220 may also
include a practice menu 222 that includes a free daily question
link 222a that allows the user to access the free daily questions,
and one or more skill-specific question links 222b that allow the
user to access the skill-specific questions the user has previously
purchased or acquired. Game tab tile 220 may further include a your
turn menu 223 that includes a list of pending games with respective
opponents that are waiting for the user's response. The user can,
for example, access a pending game by clicking one of the pending
games in your turn menu 223. Moreover, game tab tile 220 may
include a their turn menu 224 that includes a list of pending games
that are waiting for opponents' response.
[0068] When the user accesses a pending game by, for example,
clicking one of the pending games in your turn menu 223, processor
110 may instruct user terminal 160 to display an answer question
interface to allow the user to answer a question from his/her
opponent. Alternatively, in another embodiment, the throw question
interface may be displayed when the user initiates a game.
[0069] FIG. 8 is a screen shot of an exemplary throw question
interface 800 consistent with various embodiments. As illustrated
in FIG. 8, throw question interface 800 may include a question
section 810 that displays a question selected by processor 110 from
the user's question inventory or from the common question database
to be answered by the opponent, an answer section 820 that displays
multiple choice answers to be selected by the opponent, and a throw
question button 830 which allows the user to throw the selected
question to the opponent. In some embodiments, processor 110 may be
configured to select a question from the user's question inventory
or common question database that has not been answered by the
opponent. When the opponent answers the question correctly, the
opponent may achieve a predetermined or variable number of points
(i.e., score) associated with the question. Otherwise, when the
opponent answers the question incorrectly, the opposing player may
achieve the predetermined or variable number of points. When all of
the questions in the user's question inventory or common question
database have been previously answered by the opponent, processor
110 is configured to randomly select a question from the user's
question inventory or common question database.
[0070] Throw question interface 800 may also include a performance
bar 840 that displays performance information for both the user and
the opponent in the current game. For example, the performance
information may include the number of questions answered correctly
and the total points achieved.
[0071] Throw question interface 800 also may include a power-up bar
850 that allows the user to select one or more of offensive
power-ups before throwing the displayed question to the opponent to
make it more challenging for the opponent to answer correctly and
score and to increase the risk and reward for each respective user.
For example, power-up bar 850 may include a double points power-up
851 which, when selected, enables processor 110 to double the
points associated with the question such that, when the opponent
answers the question incorrectly, the opposing player will gain
double points, and when the opponent answers the question
correctly, the opponent will gain double points. Power-up bar 850
also may include a decrease time power-up 852 which, when selected,
enables processor 110 to reduce the time for the opponent to answer
the question. Power-up bar 850 may further include a swap question
power-up 853 which, when selected, enables processor 110 to select
a different question from the user's question inventory or common
question database to throw at the opponent. As explained
previously, power-ups can be acquired by the user through
achievements, can be purchased by using credits, or can be obtained
through various other means. When the user selects one of power-ups
851-853, processor 110 may, for example, reduce a total number of
available power-ups for the user by one. Although power-up bar 850
illustrated in FIG. 8 includes three power-ups, those skilled in
the art will appreciate that other types of power-ups may be
included to aid in learning and increase the social and
entertainment value of answering the question.
[0072] In another embodiment, instead of including power-up bar
850, throw questions interface 800 may include a series of
sub-interfaces (not shown). Each sub-interface prompts the user to
select or configure one of the power-ups (double points, decrease
time, swap question, etc.) associated with the question to be
thrown to the user.
[0073] Throw question interface 800 may further include a throw
question timer 860. Processor 110 may start throw question timer
860 when it begins to present throw question interface 800 to the
user. If the user does not click throw question button 830 within
the time period set by throw question timer 860, processor 110 may
automatically throw the question that is currently shown on thrown
question interface 800. In some embodiments, throw question
interface 800 may include a chat button 870 that, when clicked by
the user, may enable processor 110 to present a chat window (not
shown) that allows the user to chat with the opponent.
[0074] In another embodiment, throw questions interface 800 may
include a select question interface (not shown). The select
question interface allows the user to select a question from the
user's question inventory or from the common question database.
[0075] After the user starts the game by throwing the question to
the opponent, in a first round of the game, the opponent may answer
the question thrown by the user and throw a question to the user,
and the user may answer the question thrown by the opponent, and
throw a question to the opponent. The subsequent rounds of the game
may repeat the first round, until the last round, in which the
opponent may answer the question thrown by the user and throw a
question to the user, and the user may answer the question thrown
by the opponent without throwing further questions. After the user
clicks throw question button 830 to throw a question at the
opponent, processor 110 may instruct user terminal 160 to display
an Answer Question interface to allow the user to answer a
question.
[0076] When the opponent throws a question to the user, processor
110 may present an answer question interface to the user. FIG. 9A
is a screen shot of an exemplary answer question interface 900
consistent with the present disclosure. As illustrated in FIG. 9A,
answer question interface 900 includes a question section 910 that
displays the last question that was thrown by the opponent, an
answer section 920 that displays multiple choice answers and allows
the user to select one or more of the displayed answers, a submit
button 930 that allows the user to submit the answers, and a clear
button 940 that allows the user to clear the selected answer.
[0077] Answer question interface 900 also may include a power-up
bar 950 that allows the user to select one or more of defensive
power-ups to assist the user in answering the current question. For
example, power-up bar 950 may include a double points power-up 951
which, when selected, enables processor 110 to double the points
associated with the question such that, when the user answers the
question correctly, the user will achieve double points, and when
the user answers the question incorrectly, the opponent will
achieve double points. Power-up bar 950 may also include a swap
question power-up 952 which, when selected, enables processor 110
to select a different question from the common question database
121 and provide the selected question to the user. Power-up bar 950
also may include a hint power-up 953 which, when clicked by the
user, enables processor 110 to provide a hint to the user. Power-up
bar 950 further may include an add time power-up 954 which, when
selected, enables processor 110 to increase the time for the user
to answer the question. In some embodiments, power-up bar 950 may
include a fewer choices power-up 955 which, when selected, enables
processor 110 to decrease the number of answer choices displayed in
answer section 920. The power-ups can be acquired by the user
through achievements, or can be purchased by using credits. Various
other ways of obtaining power-ups are possible as well. When the
user selects one of power-ups 951-955, processor 110 may reduce a
total number of available power-ups for the user by one. Again,
those skilled in the art will appreciate that other types of
defensive power-ups may be included in power-up bar 950 to increase
risk/reward, interaction, and the social and entertainment value of
the game. In addition, answer question interface 900 may include a
chat button 960 that, when clicked by the user, may enable
processor 110 to present a chat window (not shown) that allows the
user to chat with the opponent.
[0078] Answer question interface 900 may further include an answer
question timer 965. Processor 110 may start answer question timer
965 when it begins to present a question on answer question
interface 900 to the user. If the user does not submit an answer by
clicking submit button 930 within the time period set by answer
question timer 965, processor 110 may automatically submit the
question that is currently shown on answer question interface 900
as incorrect.
[0079] After the user throws the question, the user finishes his
turn of the game. Then, processor 110 may wait for an input from
the opponent to access the game. When the opponent accesses the
game, processor 110 may present a throw question interface 800 and
an answer question interface 900 similar to the ones described
above. After the opponent answers the question, the opponent
finishes his turn of the game. Then, one round of the game is
completed. Processor 110 may repeat the above process for a
predetermined number of rounds, and then determine that the game is
over.
[0080] When the game is finished, processor 110 may determine the
respective scores of the user and the opponent based on the total
points achieved throughout the game. Processor 110 may also
determine which one of the user and the opponent wins the game
based on their respective scores. Processor 110 may further present
a game result interface 970 as illustrated in FIG. 9B consistent
with various embodiments. As illustrated in FIG. 9B, game result
interface 970 may display the winner's name, and a list 980 of
experience points that were achieved by the winner by answering the
corresponding questions, and a list 990 of credits that were
achieved by the winner by correctly answering the corresponding
questions. In the event of matching scores between the user and the
opponent, processor 110 may display that the game may end in a tie,
and may display the result in game result interface 970.
[0081] Referring back to FIG. 2, header 240 may include
achievements tab 242 that allows the user to access achievement
component 133. When the user of user terminal 160 clicks
achievements tab 242 to access achievement component 133, processor
110 may instruct user terminal 160 to display an achievements
interface on the computer screen of user terminal 160.
[0082] FIG. 10 is a screen shot of an exemplary achievements
interface 1000 consistent with various embodiments. As illustrated
in FIG. 10, achievements interface 1000 includes a performance
section 1010 which may display the user's performance information
related to the selected test mode. For example, the level
achievement information may include the total number of experience
points achieved, the total number of games played, and the total
number of games won, among other performance data. Achievements
interface 1000 also may include a level section 1020 that may
display the level information of the user's current level.
[0083] In some embodiments, processor 110 may determine the user's
current level based on three parameters: the total number of
experience points achieved, the total number of games played, and
the total number of games won. Various other parameters are
possible as well. In some embodiments, in order to unlock a further
level, the user must achieve a predetermined number or score for at
least one of the parameters. For example, the user must achieve
5,000 experience points, play 5,000 games, and win 150 of games.
The first through third numbers are specific for each level. In
some embodiments, when the user unlocks the next level, the
previous level is locked. Then, when the user accesses play
component 132 and indicates that he/she wants to play a game with a
level bot provided by the system, play component 132 may enable
processor 110 to act as an opponent having the same level as the
user.
[0084] Referring back to FIG. 2, header 240 may include
leaderboards tab 243 that, when selected, enables the user to
access a leaderboard component 134. Leaderboard component 134 may
enable processor 110 to rank users by experience points, level, and
games won, among other factors. When the user of user terminal 160
clicks leaderboards tab 243 to access leaderboard component 134,
processor 110 may instruct user terminal 160 to display a
leaderboard interface on the computer screen of user terminal
160.
[0085] FIG. 11 is a screen shot of an exemplary leaderboard
interface 1100 consistent with the present disclosure. As
illustrated in FIG. 11, leaderboard interface 1100 includes a
leaderboard 1110 that displays a list of all-time XP users (users
with highest experience points) and their respective achievement
information, such as experience points, levels, and games won.
Various other rankings are possible as well. The leaderboard
interface 1100 may, for example, allow the user to configure
leaderboard 1110 to rank the users based on their achievements over
a certain time period or since they began playing. Leaderboard
interface 1100 also may allow the user to select a user displayed
on leaderboard interface 1100 by clicking an icon associated with
the user, and thereby challenge the selected user to a game.
[0086] Leaderboard interface 1100 also may include a sort players
tab 1120, which allows the user to sort through and compare a
subset of users. For example, the user can review the achievement
information of the user's friends, classmates, or social network
acquaintances. In another example, the sort players tab 1120 can
rank the users in a specific state or specific school. If the
interactive educational application is used to prepare students for
standardized tests such as the SAT or ACT, for example, the user
may be able to display customized leader boards for the user's
school, for rival schools, for colleges in which the user is
interested in attending, etc. By customizing the leader boards and
allowing a user to compare himself/herself to peers or future
classmates, the user may be more motivated to study for a test.
[0087] Leaderboard 1100 further may include a sort by time tab
1130, which allows the user to sort through the users with
reference to activity within certain time periods. For example,
when the user selects a tab that reads "last 7 days", processor 110
may display a list of users who achieved the highest score (e.g.,
experience points) in the last 7 days.
[0088] Referring back to FIG. 2, header 240 may include store tab
244 that, when selected, enables the user to access store component
135. As discussed above, a user may earn credits, for example,
based on his/her performance in the practice and/or play modes.
This enables the user to purchase additional test preparation
material without having to pay money for it. In this way, the user
can exchange his time and effort for money, earning preparation
material through game play and/or practice. However, there may be
times when the user needs or wants to purchase additional credits
using money, rather than using credits.
[0089] Store component 135 may enable users to purchase credits by
using real-world or virtual currency, or to purchase power-ups by
using credits. When a user of user terminal 160 clicks store tab
244 to access store component 135, processor 110 may present a
store interface to the user on user terminal 160.
[0090] FIG. 12 is a screen shot of an exemplary store interface
1200 consistent with various embodiments. As illustrated in FIG.
12, store interface 1200 may include a credit section 1210 which
includes a plurality of get credits buttons 1211-1214 that, when
selected, enable the user to purchase various amount of credits
using various amount of real-world or virtual currency. Store
interface also may include a power-up section 1220 which includes a
plurality of get power-ups buttons 1221-1224 that, when selected,
enable the user to purchase various amount of power-ups using
various amount of credits.
[0091] FIG. 13 is a flow chart of an exemplary practice process
1300 consistent with embodiments of the present disclosure.
Practice process 1300 may, for example, be performed by processor
110 interacting with the user via user terminal 160.
[0092] As illustrated in FIG. 13, after the user of user terminal
160 logs into the interactive educational application and selects
the practice mode, processor 110 may instruct user terminal 160 to
present practice room interface 300 (step 1302). Then, processor
110 may receive user input to practice with free daily questions
via practice room interface 300 (step 1304). In response to the
user's input, processor 110 may generate a free daily question
packet that contains questions selected from common question
database 121 (step 1306). Then processor 110 may instruct user
terminal 160 to display practice interface 400 that displays one of
the questions contained in the free daily question packet (step
1308). Next, processor 110 may determine whether the user selects
one or more power-ups via practice interface 400 (step 1310). When
the user selects one or more power-ups (step 1310, "Yes"), for
example, processor 110 may apply the one or more selected power-ups
(step 1312). For example, if the user selects hint power-up 462 as
illustrated in FIG. 4, processor 110 may instruct user terminal 160
to update practice interface 400 to display a hint of the selected
question. Then, when the user inputs an answer to the selected
question, processor 110 may receive the answer via practice
interface 400 (step 1314). When the user does not select one or
more power-ups (step 1310, "No"), process 1300 may proceed directly
to step 1314 where the user's answer is received by processor
110.
[0093] In some embodiments, processor 110 may then adjust the
user's performance data based on an evaluation of the answer
received from the user (step 1316). Processor 110 may also add the
question into the user's question inventory (step 1318). Next,
processor 110 may determine whether the previously answered
question is the last question in the free daily question packet
(step 1320). If not (step 1320, "No"), process 1300 may return to
step 1308, in which processor 110 instructs user terminal 160 to
display another question contained in the free daily question
packet. If the previously answered question is the last question
(step 1320, "Yes"), processor 110 may display statistics regarding
the user's performance (step 1322).
[0094] FIGS. 14A and 14B illustrate a flow chart of an exemplary
play process 1400 consistent with embodiments of the present
disclosure. Play process 1400 may, for example, be performed by
processor 110 interacting with a user (i.e., Player A) via user
terminal 160 and his opponent (i.e., Player B) via user terminal
161.
[0095] As illustrated in FIG. 14A, after play process 1400 starts
at step 1402, Player A may select Player B as an opponent to start
a game (step 1404). In the first round of the game (Round 1),
processor 110 may present throw question interface 800 as
illustrated in FIG. 8 so that Player A may throw a question at
Player B (step 1406). Player A may choose to throw the question
with or without offensive power-ups 851-853. Player A may be
required to throw the question within a time period set by throw
question timer 860. After Player A throws the question, processor
110 may present answer question interface 900 to Player A so that
Player A may answer a system-generated question (step 1408). In
Round 1, the system-generated question may be selected by processor
110 from common question database 121. Player A may answer the
question with or without defensive power-ups 951-955. After Player
A answers the question, processor 110 may display an answer result
interface to Player A to show whether Player A's answer is correct
or incorrect (step 1410). If the answer is incorrect, processor 110
may also provide a correct answer and the associated explanation in
the answer result interface. Afterwards, processor 110 may send a
notification to Player B informing it that it is Player B's turn to
play the game (step 1412). The notification may be a pop-up window
presented on user terminal 161 of Player B. The notification may be
other types of push notifications, e.g., email, or push
notifications to mobile devices, computers, or other network
connected devices, etc.
[0096] In response to the notification, Player B may choose to
accept or decline the game (step 1414). When Player B declines the
game, the game may be over and process 1400 may end (step 1416).
When Player B accepts the game, processor 110 may update game tab
tile 220 presented on user terminal 161 of Player B to add the game
into the list of pending games in your turn menu 223, so that
Player B may access the game whenever he clicks the game in the
list. Processor 110 may also update game tab tile 220 presented on
user terminal 160 of Player A to add the game into the list of
pending games in their turn menu 224.
[0097] When Player B accesses the game, processor 110 may present
throw question interface 800 to Player B so that Player B may throw
a question at Player A (step 1418). Similar to step 1406, Player B
may choose to throw the question with or without offensive
power-ups 851-853, and may be required to throw the question within
a time period set by throw question timer 860. Then, processor 110
may present answer question interface 900 to Player B so that
Player B may answer the question that is previously thrown by
Player A (step 1420). Similar to step 1408, Player B may answer the
question with or without defensive power-ups 951-955. Next,
processor 110 may display an answer result interface to Player B to
show whether Player B's answer is correct or incorrect, and if
incorrect, may display a correct answer and the associated
explanation (step 1422). Afterwards, processor 110 may send a
notification to Player A informing that it is Player A's turn to
play the game (step 1424). At this point, Round 1 of the game is
completed.
[0098] Referring to FIG. 14B, steps 1426-1440 of Round 2 may be
similar to steps 1406-1412 and 1418-1424 of Round 1, except that,
at step 1428 of Round 2, Player A may answer the question that is
previously thrown by Player B, instead of answering a
system-generated question. In addition, step 1414 of Round 1 may be
omitted in Round 2, such that Player B does not have to choose
whether to accept or decline the game.
[0099] After Round 2 completes at step 1440 when processor 110
sends a notification to Player A informing it that it is Player A's
turn to player the game, processor 110 may determine if the next
round is Round N, which is the final round of the game (step 1442).
If the next round is not Round N (step 1442, "No"), process 1400
may return to step 1426 where Player A throws a question at Player
B. If the next round is Round N (step 1442, "Yes"), process 1400
may proceed to steps 1444-1454 which may be similar to steps
1426-1432 and 1436-1440 of Round 2, except that, at step 1444,
Player A may not be enabled to throw a question with offensive
power-ups. In addition, at Round N, Player B may not be enabled to
throw a question at all.
[0100] After Round N is completed, processor 110 may display a game
result interface 970 showing which one of Player A and Player B
wins the game, and their respective scores, credits, and experience
points achieved from playing the game (step 1456). Then, the game
may be over at step 1458.
[0101] Although in the embodiment illustrated in FIGS. 14A and 14B,
in each round, each player throws a question and then answers a
question previously thrown by the opponent, the present disclosure
is not so limited. In an alternative embodiment, the game starts
with Player A throwing a question to Player B. Next, in each one of
Round 1 through Round (N-1), Player B answers the question thrown
by Player A and then throws a new question to Player A, and Player
A answers the new question thrown by Player B and throw a new
question to Player B. Finally, in Round N, Player B answers the
question thrown by Player A and then throws a new question to
Player A, and Player A answers the new question thrown by Player B
without throwing any question to Player B.
[0102] In some embodiments, processor 110 may generate, and
instruct user terminal 160 to display notifications regarding key
events, such as invitations, challenges, new levels achieved, etc.,
through social network media. Such notifications may appear as part
of a user's profile, as news items accessible to other users, as
messages sent to certain users, etc.
[0103] In some embodiments, processor 110 may instruct user
terminal 160 to display an interface that allows the user to select
a question from the user's question inventory and send the question
as a gift to another user. The interface may also allow the user to
send instructional content, question hints, power-ups, credits, and
other game/learning components as gifts to another user.
[0104] In some embodiments, processor 110 may provide an organized
game environment for a specific test mode at a scheduled time, so
that a plurality of users may play games of the specific test mode
at the same time. For example, processor 110 may schedule Wednesday
night as "SAT night", so that users from across the country (or any
other region) can gather to play SAT-specific games on Wednesday
night. Various other timing schemes are possible as well.
[0105] In some embodiments, processor 110 may dynamically adjust
the type and difficulty of the questions to be provided to the user
based on the user's performance. For example, if the user's
accuracy rate is less than 60% after having practiced for 10
questions, processor 110 may select a next question that is less
difficult than the previous questions provided to the user.
Similarly, if questions are found too easy for the user, the
difficultly level may be increased. In another example, if the
user's accuracy rate related to a specific skill is almost 100%,
processor 110 may provide fewer questions directed to the specific
skill to the user.
[0106] In some embodiments, the profile information of each user
and the information that is displayed on the leader boards may be
published or otherwise made available to third parties. For
example, in an embodiment where the interactive education
application is preparing students for the ACT or SAT, the
statistics of each user may be made available to different
educational institutions. In some embodiments, such information may
be provided for a fee. The institution may customize the statistics
that it receives. For example, an institution may choose to receive
information about users who have achieved a percentage of correct
answers above a certain threshold and/or who have expressed
interest in that institution in their profile information,
[0107] For example, the institution may pay a test preparation
company utilizing the interactive educational application a fee to
access server 100 via network 150 in order to receive users'
profile information. Alternatively, the test preparation company
utilizing the interactive educational application may send the
profile information directly to the institution, e.g., via e-mail.
The profile information that the institution receives may include
user contact information such as an e-mail address or an SNP
username, such as a Facebook.RTM. username, for example. In this
way, the institution can pay the test preparation company to get in
contact with the user and express its interest in the user being a
future student.
[0108] Other embodiments of the disclosure will be apparent to
those skilled in the art from consideration of the specification
and practice of the disclosure presented herein. It is intended
that the specification and examples be considered as exemplary
only, with a true scope and spirit of the invention being indicated
by the following claims.
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